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p53

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About p53

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  1. p53

    [CAMP] Joint Operations [BAF]

    Thanks Specialist - that explains my "problems". Good luck with doing the full voiceover, and I proceed with the campaign ;)
  2. p53

    [CAMP] Joint Operations [BAF]

    @ Archamedes - So there should be voiceover all along? During the "The Shapur Struggle" mission, too? If yes - I cannot hear them (all other sounds, commands etc. are fine). Anyone else with such a problem?
  3. p53

    [CAMP] Joint Operations [BAF]

    Does this campaign have voiceover of ingame dialogues? I could hear the reporter’s voice in the ANN intro, but during the first mission - e.g. talk with a local - no voiceover, just subtitles (if on). Does it suppose to be like this, or something is wrong? I'm playing BAF under OA 1.54, no mods on. Had no problems with any other mods/campaigns. Otherwise - seems very promising campaign, just want to make sure.
  4. p53

    Coltan Blues

    Did anyone save the...
  5. Ahhh, what a night. Just to confirm: The preload from Sprocket, installation and activation went fine (0:01 CET sharp the game was playable). Funny that being in Poland, I had the best preload rate from a US server. So at 0:02 I opened a first Czech lager, drank to the good health of Spanel bros and the rest of fantastic people at BIS and enjoyed AO. First impression: Great atmosphere, audio, visuals, new features - although tutorial/missions/campaign definitely more mainstream gamer friendly than base Arma 2. Its generally OK, but some complexity in mission design and story is gone. And so are the bugs. Maybe there is something wrong with me but, somehow I preferred initially bugged and complicated Harvest Red than simplified Arrowhead campaign. Looking forward for more sandbox mission design, political depth and attention to problems of civilians in future DLCs, perhaps. Otherwise – congratulations and thanks, both to BIS and Sprocket ;)
  6. Well, if preload/installation/activation go well, it's going to be one hell of a night in Takistan on 29th ;) Thanks Placebo.
  7. By the way - what time the Sprocket's OA will actually become playable? 0:01 CET on 29 June? Also - maybe some people experienced with the preload of Arma II: Any problems with bandwidth on the preload? Does Sporcket handle this well, with several GB over 2 days for - I guess - quite a few people?
  8. p53

    Thank you, B.I.S.; Sign if you agree.

    Signed BIS is at the moment the only developer studio that appreciates the grayness, complexity and horror and not only “fun†of an armed conflict. For me guys, with Arma 2 campaign design, you do to games, what "Generation Kill" does for movies. Maybe in some scenarios and cutscenes in next game it is time to reach for the narrative and drama level of "Battle for Haditha"? Go for it, show more heavy truth, you're the only people out there who can manage this level of realism in war games.
  9. 1. How much Warfare mode in going to be in the SP campaign? Most comments about Warfare in the SP were rather negative in this forum, so maybe less Warfare, more High Command or different characters with various skills (pilot, tank commander – like Big Dwang already asked)? Or maybe more Warfare? Generally – what will be the profile of the campaign compared to Harvest Red: More open missions or tighter story control? 2. More specific question: Is BIS thinking to increase weapon realism? Remove ammo traveling from one mag to another and introduce weapon jamming / grenade duds. Both things have been done in much more arcade games already: Mafia game has the former, STALKER or America’s Army have weapon jamming. Builds up both - realism and tension! I also back Guiltysprak questions abut IR/flashlights. And send my “all the best to BISâ€, for making a great game and quick expansion decision! Plus all the best SP campaign testers for the expasion ;)
  10. p53

    Directions shouted by AI

    Yes, I agree that object descriptions would be more accurate if they're given as georgraphical directions. Also - in the Stealth mode, it would be nice if all of "shoutnig" was off, and only micro-SI gestures + subtitles (as optional gesture "translation" for clarity) left. It's a bit akward when squad members shout out loud "ENEMY, TO OUR FRONT, CLOSE", when they try to stay hidden.
  11. Is it only me, or after 1.02 (compared to 1.01 beta) UAV stopped to make dives and automatic locks on targets? This seems fine (no tree crashes), camera stabilization and mini-map are very nice too, but now I have problems with acquiring targets for missiles: In Manhattan, I'm circling above some armor and can't make UAV to stably lock on them. I'm trying to use "Reveal target", "Change target" or "Lock/Zoom", but UAV acquires (red brackets around) and very quickly looses targets on its own (so UAV “sees†them, just doesn’t lock), no matter what I press, and even when I'm not using any buttons. Once or twice I managed to lock on an immobile tank - I had green square mark around, then green circle (still no dive!), fired missile, splash one T72. Nice, but how this square mark first appeared - no idea, I cannot reproduce it. Anyone has had experience with this kind of UAV behavior in ver. 1.02? What are the proper keys/UAV position to lock on targets?
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